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Excited person with Spline 3D text and colorful 3D shapes on a black background.
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OtherNoA Ignite

Spline Workshop

Completed202524

Overview

A two-and-a-half-hour Spline workshop I ran at NoA Ignite for more than twenty designers and developers.

Participants modelled a rocket, animated its launch, added keyboard controls and embedded the scene in a web page. A step-by-step guide accompanies the workshop.

I ran a Spline workshop at NoA Ignite for twenty-plus designers and developers — a two-and-a-half-hour session on getting interactive 3D into real web pages without opening Three.js or Blender.

I like the NoA 3D programme and want to see more dimensional work in everyday products. The pitch was simple: 3D on the web no longer needs to be rocket science — so we literally built a rocket, gave it a lift-off animation, and wired up keyboard controls to prove the point.

What we built

Everything happened in Spline — model the rocket from primitives, add particle exhaust and bloom, animate a lift-off on Spacebar and reset on R, then export a scene URL and drop it into a plain HTML page with the spline-viewer embed. No game engine, no custom WebGL.

  • Spline only — browser-based modelling, materials, animation, and publish.
  • Interactive controls so the rocket feels alive, not like a static render.
  • Embed workflow — participants left with something that runs in a normal browser tab.

Full walkthrough on Notion

The step-by-step guide — every click, inspector value, and export screen from the room — lives on Notion: Build & Launch an Animated Rocket. Parts 0 through 4 walk from signing up at spline.design to a working rocket.html file. That document is the workshop; this page is the why.

What people took away

Participants left with an interactive scene running in a browser. Several continued experimenting in the team’s 3D channel. I did not track formal adoption metrics.

The rocket gave participants a compact example of the full workflow: modelling, materials, animation, interaction and embedding.